Overhaul and updates to axiom celestials, giants and magical beasts.. also some fixes and mechanical stuff
v0.49
Total Summary of the Mod: LINK
Detailed Creature Strength/Weakness Sheet: LINK
Full Public Patch Notes: LINK
In this patch----------------------
*Important Note on Level 10 Spells for Spontaneous Casters*
** Level 10 spells are *NOT* selected as normal for spontaneous caster classes. Instead, you will be given access to all level 10 spells when you reach CL 22. Unfortunately, the UI for spontaneous casting has not been updated by Owlcat to support level 10 spells, and rewriting the UI is quite complex and difficult, so for now, this is the solution. :)
Creature Rebalance
Retrievers & Devastators- Weaknesses and strengths tweaked slightly - devastators now *incredibly* resistant to planar damage types (unholy/holy/etc..), and all retrievers/devastators now have somewhat of a vulnerability to electricity (though due to their spell resistance, electricity damage on your weapons or other spell-resist piercing methods is probably the best way to guarantee piercing through). In addition, retrievers and devastators are now much slower than before, and battlefield “mudpit” tactics with summons, battlefield control spells and similar can be used as a counter to these massively powerful engines of destruction
Demons - Small reduction in overall spell resistance (except for demon types that are specifically designed to be highly resistant to spells)
Magical Beasts - Most forms of magical beast (ie. semi-natural creatures such as Wyverns/Manticores/etc..) were toughed up a bit and have a specific focus on speed, DPS and raw HP. They usually have somewhat poor AC, poor will saves, and very little resistance to any forms of energy (though stronger beasts usually have a bit of spell resistance), though they make up for this with being very meaty and dangerous, if you let them run around.
Rocs - Much tougher now - extremely huge beast that can fly - ranged weapons are best for fighting these
Hydra - Now have some of the best fast healing in the game (for their level of power) - if you are going to fight these things, focus as much DPS as possible onto them (fire works well)
Rift Drakes - Stronger and tougher now, as well as being more difficult to kill with melee weapons (the fly *very* well)
Linnorm - *MUCH* stronger now. These massive titanic beasts, that many consider to be the primordial ancestors of true dragons, are now somewhat of a hybrid between the strengths of dragons, fey creatures and hydras. Their breath is much weaker than true dragons of their level, and they have *much* less AC, but they are less vulnerable to magic, especially enchantments
Nahydrian Purple Worms - Now have a small bit of divine energy and are difficult to destroy with planar energies (holy/unholy/etc..)
Nightcrawlers - These have been overhauled into titanic beasts of necromantic destruction. Liches and the undead should be particularly careful when fighting them, as they are very resistant to typical forms of death magic and control.
Axiomites - AI, stats and equipment overhauled - Axiomites (and most other creatures of Law / Utopia), generally have excellent accuracy in their attacks, are difficult to hurt with sneak and critical attacks, and are very durable. They of course *usually* also specialize in the destruction of chaotic foes.
Kolyarut - Stats overhauled - very powerful enforcer of law - will probably add some unique mechanics to this unit later on
Bythos - Stats overhauled - much tougher now
Imezlen - Stats overhauled to make him into a *weakened* primordial inevitable - he is now *much* more powerful and will serve much better as a mini-boss of Threshold - will probably make another unique mechanics pass on him later on
Giants - Most giants have had their stats overhauled to make them much tougher - they should be some of the toughest (and strongest), beings of their size at their level of power. They are now much better at dealing AOE damage (with their massive attacks and cleaving), and are *very* difficult to kill (mainly through their access to a massive health pool). They are designed to hard-counter parties that rely too much on martial/melee characters, and in turn are countered by enchanters and other characters that can target their will save.
The visual sizes of the different giant families was also modified to be correct to lore, with Ash giants being somewhat smaller than hill giants and frost giants
Hill Giant - Specifically modified to be basically a huge blob of HP and strength, even moreso than other giant variants